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New info coming soon on Dishonored...from Arkane Studios and Bethesda


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#226
naughty99

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 Just read a new interview with the developers on Gamasutra, pretty interesting stuff:
....

"Q: Something you talked about in the presentation was that you built systems of gameplay that interacted in certain ways to allow for emergent gameplay but then, as you saw different strategies emerge, you sort of tweaked the design to take advantage of some of the scenarios you saw emerging.

It's a big question, but how does that work? Do you just let people run into the world, see what they can actually do, and then build design scenarios based on that? Or do you have an idea of the scenarios and the powers and how they're going to interact? It sounds like you were taken by surprise by some of those things. How much do you want to start deliberately designing toward the things that emerge that you see happening as you test the game?


Raphael Colantonio: The way we do it is we work by layers, first of all. It's a very, very vague question because, at the end of the day, it's the heart of the nature of our game. It comes from some approaches at every level. It's true for the mechanics; it's true for the level design itself, and therefore the mission design; it's true for the architecture.

So, if we talk about the level design/architecture/mission design, we come up with a little story, and an objective, whatever the objective is -- reach this place or kill that guy. "Eliminate that guy" would be more accurate, because there are multiple ways to do it.

Then, we design the environment around it. We have a rough idea of the main path that we have in mind, and this main path might be based some of the powers that we have -- some of the mechanics. We know that there might be a double jump; we know that there's a blink [teleport]; we know that the player might have the tools to possess a rat and therefore go this way or that way.

That is the first draft, and then we let it organically evolve a little bit. We let the architects do their stuff, and they add some alternate paths. Of course, because nothing is scripted so much, we put the AI in there, and all the systems are simulated, so they interact with each other; they cross each other.

We let it live for awhile, and then we see naturally some stuff emerging. Even ourselves, before it goes to the players, in fact, the devs in-house will start finding some way to do things -- which are shortcuts, which are more fun. Then, if it's a problem, we fix it. If it's, in fact, something that we think has potential, then we encourage it and expand on it. Etcetera, etcetera, etcetera.

Then come the real testers, and they might find their own other stuff. Then we add some more mechanics later in the process, and not only this new mechanic offers new possibilities, but new bugs. At this point, you keep doing this; this is why it takes so long to make the game. Even though each level designer doesn't have that many areas to work on, they work on them for a long time -- for a long time -- and maintain them in every aspect.

Q: So it's a highly iterative process, and you have to keep yourselves open to it; that seems to be the core of the actual way you approach the design of the game.

Harvey Smith: Like Raf said, it's a vast question, and we could talk all day about it. Some percentage of those things, if you mess around with rules systems -- I don't know if you've ever tried to design a card game or anything like that, but as soon as you start tweaking rules, it's just like economics or law. This rule interacts with that rule to produce a second-order consequence that can be very damaging, or it can be very cool.

Sometimes they just go into the game with no problem, like "Hey, we had this and we have that other thing, and they interact in a way that we never thought of, and we like it!" Like double jump and, at the apex of the jump, using the blink, is a great example. We had to consider suddenly, "Well, the player does have longer distances that he can go," but we really didn't have to do anything to support that; it just worked.

Other things, somebody tried it, and it didn't quite work because the technology or the scripting just didn't let it, or whatever. We said, "People are going to think about that, and it does seem logical. We should actually make that work."

Today, we had an example where a guy stopped time at and some incendiary arrows were coming towards him, and he had the idea of plucking the arrows out of the air and using them as ammo, because he has no incendiary bolts for the crossbow. We wanted this to work; like a year and a half ago, we talked about this, snatch a bullet out of the air. It does work in most cases, but there was one ammo type where it did not; the reason are just because of the ways that those were technically implemented.

Of course we want to be consistent, and we want to say yes to the player. If the player is playing that way, creatively -- just ignore the fiction for a second. Ignore the setting and the characters and all of that. Just imagine you're in an abstract environment. I don't know if you've ever played a tower defense game called Neo Defense, but it's deliberately abstract, almost like the Tron universe.

If you just think about the world in that way, this guy has this tool to stop the simulation for a moment and some of the projectiles that are going to harm him are hanging in the air, and maybe he can go over and grab those. On the map, it creates a different strategic point: there's the point to take cover; there's the point to reach up and attack your enemy; and now there's the point over there to move over and grab this additional ammo resource out of the air. The player's using this creativity and creating his own gameplay; that is, by far, what Raf and I care about, I think, more than anything -- that sense of agency and expression."

Modifié par naughty99, 22 juillet 2012 - 07:57 .


#227
Addai

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naughty99 wrote...

android654 wrote...

...I do love all things Russian.


If I understand correctly, the city where the game takes place is based on a fictional version of nineteenth century London. Or were you referring to the nationality of Victor Antonov? (He's Bulgarian.)

The Antonov interview says they used industrial engineers and Russian illustrators for the city design, and as android pointed out, mentions they used a Russian carpet designer to paint some of the art assets.

#228
Kathleen321

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It looks like Assasin's Creed and Bioshock had a baby.

#229
Addai

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Some of the head guys worked on Bioshock 2, and Deus Ex. Influences also from the Thief series.

Modifié par Addai67, 23 juillet 2012 - 05:20 .


#230
naughty99

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The devs are holding a live AMA (Ask Me Anything) interview on Reddit today

http://www.reddit.co...e_directors_of/

Modifié par naughty99, 25 juillet 2012 - 10:43 .


#231
Chromie

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naughty99 wrote...

The devs are holding a live AMA (Ask Me Anything) interview on Reddit today

http://www.reddit.co...e_directors_of/


Time to bug about a possible SDK in the future.

#232
Addai

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New image =]

Image IPB

#233
naughty99

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Wow, that is an awesome screen, Addai - is that in-game?

Kickass new gameplay video, in a sort of "Choose Your Own Adventure" style.

This one is pretty amazing Three Daring Escapes: The Long Jump, Sleep Tight and Chain Possession

Modifié par naughty99, 27 juillet 2012 - 08:06 .


#234
Addai

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It's a marketing image, I doubt it is in-game.  I love it though, we have it as our wallpaper now.

They did say that in some missions towards the end, Corvo will be able to take off the mask if he wants his targets to know that it was him wreaking revenge.

The empress' VA is on Twitter and talking up the game. She tweeted "Sometimes, I get a feeling that a project is going to be something very special. I had that feeling with #Dishonored" and links to the empress' wiki page.  She's the voice of Cartman's mom and I think all the mothers on South Park.

edit- Developer Harvey Smith is also on Twitter.  He's responded to a couple of my geeky tweets about Dishonored, so pretty active.

Modifié par Addai67, 27 juillet 2012 - 05:37 .


#235
naughty99

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Addai67 wrote...

It's a marketing image, I doubt it is in-game.  I love it though, we have it as our wallpaper now.

They did say that in some missions towards the end, Corvo will be able to take off the mask if he wants his targets to know that it was him wreaking revenge.

The empress' VA is on Twitter and talking up the game. She tweeted "Sometimes, I get a feeling that a project is going to be something very special. I had that feeling with #Dishonored" and she links to the empress' wiki page.  She's the voice of Cartman's mom and I think all the mothers on South Park.


Wow, she is also the voice of Cartman's Mom, and it seems most of the female characters in South Park? She must be quite talented.

#236
Chromie

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Addai67 wrote...She's the voice of Cartman's mom and I think all the mothers on South Park.


That is awesome.

#237
android654

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naughty99 wrote...
Wow, she is also the voice of Cartman's Mom


I think you mean his dad.

#238
naughty99

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android654 wrote...

naughty99 wrote...
Wow, she is also the voice of Cartman's Mom


I think you mean his dad.


 :lol: true, I forgot about that!

#239
D-Monay

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I just found out about this game recently. It's a definite buy :)

#240
naughty99

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The voice cast of Dishonored has been announced:

(Great behind the scenes video with the actors)


Dishonored will feature an award-winning ensemble including Academy Award® winner, Susan Sarandon (“Thelma &]Brad Dourif (“The Lord of the Rings” trilogy, “One Flew Over the Cuckoos Nest”), Emmy® Award nominees Carrie Fisher (original “Star Wars” trilogy) and John Slattery (“Mad Men”), Michael Madsen (“Thelma &] Lena Headey (“300,” “Game of Thrones”).

Susan Sarandon, an Academy Award winner and five-time nominee, will make her videogame debut as the former aristocrat, Granny Rags – an intriguing old blind woman now deranged after years of street life. Academy Award nominee and Golden Globe-winner Brad Dourif takes on the role of the inventor Piero, creator of the iconic mask worn by Corvo as well as a wealth of gadgets Corvo can use. Emmy winner and Hollywood-icon Carrie Fisher can be heard broadcasting government propaganda over loudspeakers throughout the city of Dunwall, where the game is set.

The all-star cast continues with John Slattery (“Mad Men,” “The Adjustment Bureau”) who takes on the role of Admiral Havelock, a Loyalist who helps Corvo on his quest, as well as Michael Madsen who brings his videogame voiceover experience to the role of Daud, a mysterious assassin. Chloë Grace Moretz (“Kick-Ass,” “Hugo”) portrays Young Lady Emily, the Empress’ daughter who is kidnapped after her mother’s death while Lena Headey joins the cast as Calista, Emily’s caretaker. In addition to the star-studded voice cast, Composer Daniel Licht (“Dexter”) lends his musical talents to create the game’s original score.

Modifié par naughty99, 03 août 2012 - 03:52 .


#241
Addai

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I'm not awed by the big names- just hope they are actually good. That's not always the case with big name actors.

They also announced the composer, though that was an open secret on the forum for a while now- the guy who did the "Blood Theme" from Dexter. He's supposed to be an experimental musician. Should be interesting.

#242
naughty99

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Brad Dourif and Michael Madsen have been pretty brilliant in every project they've ever done. Susan Sarandon is also fantastic, and in the video clip she certainly seems to be a great fit for the Granny Rags character.

Love the Dexter theme!

Modifié par naughty99, 03 août 2012 - 04:14 .


#243
KnightofPhoenix

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I just discovered dishonored (yea I know...) and it looks awesome!

I am still not sure what it exactly is though. They say it's not open world but rather from level to level, but I read somewhere that you can roam and find random events happening (like a mugging) and in one interview, they said there are sidequests.

So is it semi-open, where each level has you in a district where you can investigate and do sidequests (with hopefully implications for the main level), before you assassinate the target?

Thanks for any clarification.

PS: the protagonist looks awesome!

#244
Addai

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That sounds about right, KoP. It's mission-based, you have some hubs which I assume are where you can buy equipment, get briefed, and then you have missions in certain parts of the city. They do have side quests and the devs said there will be effects later on in the game from what you do in those.

Modifié par Addai67, 03 août 2012 - 05:32 .


#245
BaladasDemnevanni

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naughty99 wrote...

Brad Dourif and Michael Madsen have been pretty brilliant in every project they've ever done. Susan Sarandon is also fantastic, and in the video clip she certainly seems to be a great fit for the Granny Rags character.

Love the Dexter theme!


They had me long before they announced the VAs. But if Michael Madsen is on this project, it's guaranteed to be briliant.

#246
Chromie

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naughty99 wrote...

The voice cast of Dishonored has been announced:

(Great behind the scenes video with the actors)


They had better make their money back on sales.

#247
Addai

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^ That's my worry as well. I'd really prefer to see professional voice actors rather than big names, but reading some reactions across the web, people are drawn to this sort of news. So I guess they took the gamble. A new IP has a tough time standing out.

#248
android654

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...Susan Sarandon.

#249
tklivory

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There was a panel for Dishonored at Comic-Con (and some other stuff, not as important right now), and yeah, it looks pretty darn awesome. TBH, the cast is one of the few I'm excited about, and largely because of Brad Dourif. I've been impressed with his ability to use his voice to evoke his character all the way back to the times of Dune. And, if it turns out to be the offspring of Assassin's Creed and Bioshock, I, for one, would *not* have an issue with that. :D

#250
naughty99

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tklivory wrote...

There was a panel for Dishonored at Comic-Con (and some other stuff, not as important right now), and yeah, it looks pretty darn awesome. TBH, the cast is one of the few I'm excited about, and largely because of Brad Dourif. I've been impressed with his ability to use his voice to evoke his character all the way back to the times of Dune. And, if it turns out to be the offspring of Assassin's Creed and Bioshock, I, for one, would *not* have an issue with that. :D


Absolutely, even all the way back to his first role in Cuckoo's Nest. He's one of the most underrated, brilliant actors out there. Riveting performance in Deadwood as well.

Modifié par naughty99, 03 août 2012 - 10:57 .